The thing is, it would make a world of a difference if we would get such changes as suggested.
These are not huge changes.
They are mostly number tweaking.
This is the right time for those changes to be made,
with the expansion being released in the near future.
They promised to make scepter better.
This is the right time for that.
I hope we are being heard.
Lets keep the thread alive.
(edited by Yashuoa.9527)
So I can conclude that 1h sword is still in both weapon swaps in HoT?
Yes. If you want to see the extended version of it check this out: https://forum-en.gw2archive.eu/forum/professions/mesmer/PvE-The-New-Chronomancer-Dungeon-Rotation/first#post5517768
Goes on for a couple of pages with a lot of other discussion.
Thanks.
15char
I know this is very low priority compared to everything else, but it just seems like now’s the time to add this.
A lot more people are going to be running Juggernaut with Scrapper, so this is more relevant then ever. In order to keep that stability and might up, a Juggernaut has to constantly keep their flamethrower out, except to switch it off and on for Streamlined kits.
Having the flamethrower be constantly in your hands gets annoying though, considering it causes visual glitches whenever you mine or use an emote, and also if people want to see their race’s normal running animation.
Basically I’m just asking for the kit models to act more like normal weapon models. In all honesty though, I don’t even know how something like this works behind the scenes, so I just want a response on whether or not this can be something to look forward to.
Stow weapon in the options menu, should just work the same on kits as it does on normal weapons.
Currently stow weapons does nothing for spells on kits.
Canceling a spell with a casttime, that is on a kit, doesnt work either right now with stow weapon.
It is important that we can cancel those spells just like other classes can with stow weapon.
(edited by Yashuoa.9527)
I have been playing warrior lately and I enjoy it.
Especially the shield + reflect.
I have a question regarding the spell Battle Standard.
Its cool how it can revive, but
isnt the cooldown of 240 to high?
What about the casttime of 2 sec? To long or not?I used to run that alot because of it being able to res more than 1. If you run it in a small group of 2-3 then yeah the CD is too high but lets say you run a 10 man group. What make the standard REALLY stand out is it’s ability to res 5 people, best case scenario. Then the cooldown is not too low because one should not be able to use it too often :P But if you play with 1 or 2 people then yeah the cast time is a bit tough.
The cast time is ok. I’ve had it interrupted loads of times but that’s an element the enemy has to look out for then and that’s fine. It should be interruptable.
Well I am not saying that it should be instant :P, but maybe 1 sec instead of 2?
Would be cool if a lower cooldown would activate if its used on 2 people or less
and that the 240 sec cooldown would activate if its used on a higher amount of players.
Something like that.
(edited by Yashuoa.9527)
I have been playing warrior lately and I enjoy it.
Especially the shield + reflect
.
I have a question regarding the spell Battle Standard.
Its cool how it can revive, but
isnt the cooldown of 240 to high?
What about the casttime of 2 sec? To long or not?
In addition its useful to stop your cast, to prevent certain enemy attacks from happening.
For example Mesmer has a trait, that when he interrupts you on cast, that the cooldown of that spell of yours will be increased by 10-15 sec or so.
Daredevil will get access to something like that as well.
There are classes who get certain other benefits if they hit you on cast.
So trying to avoid that, by canceling your cast just in time, is an important aspect in pvp at least. The enemy will try to not fall for it. Its a mindgame.
It is called fake casting in most mmorpgs.
I dont think that it would cost much time to allow stow weapon to cancel the casts on our kits would it?
It already exists basically on everything non-kit.
It should just function as it does on non-kits.
For all I care there is no casting animation of the kit going on your back or so, like with stow weapon, as long as it can cancel the cast, without dropping out of the kit.
There’s already a recent thread on this here, perhaps a mod can join those two?
Yeah that would be good.
Sorry I had missed that other thread.
For a MOD:
This thread is being referred to
https://forum-en.gw2archive.eu/forum/game/pvp/FIX-stow-weapon-plz/first#post5587204
(edited by Yashuoa.9527)
So I can conclude that 1h sword is still in both weapon swaps in HoT?
Thanks Frenk for your dodge example.
I’m reading just fine.
You want to change not canceling a skill in use when using Stow, to canceling a skill in use when using Stow.
Using Stow also makes you drop out of a kit, thats literally what it is designed to do. The difference is using Drop Bundle cancel a skill in action and drops a kit, Stow does not cancel a skill in action and drops a kit.So when you say you cannot cancel spells in cast on kits you are wrong. When you say that Stow should cancel cast just as Drop you are asking to remove a handy function.
Maybe you need to learn to write better if that is not what you mean, because that is what you’re saying.
Stow weapon DOES NOT drop you out of a kit.
That is why I am saying that I am not removing anything, because stow weapon DOES NOT do anything with a kit.Drop bundle/weapon swap does drop you out and stow weapon DOES NOT drop you out of a kit.
Stow weapon atm does nothing when a kit is equiped.
Whereas it cancels casttimes on spells that are not on a kit.I want stow weapon (or esc being bindable) to do the same on non-kits as kits.
So again, nothing is removed from stow weapon regarding kits, because it didnt do anything in the first place.
And yeah you have problably misunderstood/misread my post, since everyone understood the same post on the pvp forums just fine and you are the only one who interpreted it as you did.
The reason is, because you are confused.
SWAP weapon/drop bundle drops you out of the kit and STOW weapon/draw weapon does NOT.Canceling a cast is basically using an exploit for self benefit. If you do not care for a skills function, don’t use it. I see no reason to change stow weapon or swap weapon to support skipping the designed effect.
It is not an exploit.
If I cancel the cast, my spell will not fire off at all, so I dont skipp anything (there may be some exceptions to the rule, but I am talking about actually stopping the cast and not making the spell fire off).
In most mmorpgs where stopping casts is used, it is called fake casting.
It is a common part of gameplay (mainly in pvp). Especially in mmorpg’s (including some in guild wars pvp). It is a way to try to avoid interrupts during your casttime. It is a mindgame between you and your opponent.
In several games, if you get interrupted during your cast, there will be a lockout on your spell for x sec.In guild wars for example Mesmers have a trait, that puts a 10-15sec increased cd on the spell of their opponent, if they interrupt it during the cast.
Daredevils will get something similar as utility spell. Daggers that they will interrupt and increase the cooldown of the opponent’s spell if you hit it during the cast.Frenk already gave a good example with dodge baiting, which is a use of the canceling casts as well.
The same way you want to try and bait interrupts.
If you are not fast enough with your cancel, the enemy will still hit you during cast,
but if you cancel it, just before he hits with the interrupt,
than he wont hit you in your cast (the mesmer/thiefdaredevil in this example).What can happen as well is that you cancel your spell and that the enemy expected that and didnt use an interrupt at all. Making you waste time canceling a cast.
Its a mindgame.Dude, Terrahero is 100% correct and if you weren’t so aggressive it might be a good thing… he spelled it out here:
“The difference is using Drop Bundle cancels a skill in action and drops a kit, Stow does not cancel a skill in action and drops a kit.”
He’s saying that at the moment you have a choice… why change that?
I wasnt aggressive at all.
STOW does NOT drop a kit. That is what I have been saying from the start.
He and you believe that stow drops the kit, but that is not true.
Stow does not do anything when a kit is activated.
So Terrahero is incorrect.
My first post is friendly.
His first post is unfriendly and he is wrong in addition.
My second post is still friendly. I already point the misreading out here.
He second post is unfriendly and keeps writing stuff which is just wrong by fact.
He blames my writing, for his reading mistake of confusing the names of 2 buttons.
Yeah after a while this gets tiresome and I use caps on words like STOW and NOT to make it clear. Not to be agressive (it did irritate), but in the hope that those words finaly make it clear and that it stops the misreading/overlooking etc.
Please just take a look in your options -> controls -> stow/draw weapon, to see that you are confusing names of buttons with each other.
Stow weapon does not do anything on kits.
You can spam it for eternity while in a kit and you will still remain in the kit and it wont cancel the kit castting time spells.
(edited by Yashuoa.9527)
To clarify a bit on what the OP is asking for: Stow weapon, AKA sheathing, is when you simply put your weapon away. This is done most notably with things like Mesmer’s greatsword 2 and 4 in order to fake cast, or stop shooting projectiles into a reflect. It’s like feinting attacks in Chivalry. We can’t do this on Kits because there isn’t a sheathing action, this isn’t referring to simply unequipping the kit while continuing the cast, which is something that every Engineer wants to keep.
Exactly. Including me.
(edited by Yashuoa.9527)
Thanks Frenk for your dodge example.
I’m reading just fine.
You want to change not canceling a skill in use when using Stow, to canceling a skill in use when using Stow.
Using Stow also makes you drop out of a kit, thats literally what it is designed to do. The difference is using Drop Bundle cancel a skill in action and drops a kit, Stow does not cancel a skill in action and drops a kit.So when you say you cannot cancel spells in cast on kits you are wrong. When you say that Stow should cancel cast just as Drop you are asking to remove a handy function.
Maybe you need to learn to write better if that is not what you mean, because that is what you’re saying.
Stow weapon DOES NOT drop you out of a kit.
That is why I am saying that I am not removing anything, because stow weapon DOES NOT do anything with a kit.
Drop bundle/weapon swap does drop you out and stow weapon DOES NOT drop you out of a kit.
Stow weapon atm does nothing when a kit is equiped.
Whereas it cancels casttimes on spells that are not on a kit.
I want stow weapon (or esc being bindable) to do the same on non-kits as kits.
So again, nothing is removed from stow weapon regarding kits, because it didnt do anything in the first place.
And yeah you have problably misunderstood/misread my post, since everyone understood the same post on the pvp forums just fine and you are the only one who interpreted it as you did.
The reason is, because you are confused.
SWAP weapon/drop bundle drops you out of the kit and STOW weapon/draw weapon does NOT.
Canceling a cast is basically using an exploit for self benefit. If you do not care for a skills function, don’t use it. I see no reason to change stow weapon or swap weapon to support skipping the designed effect.
It is not an exploit.
If I cancel the cast, my spell will not fire off at all, so I dont skipp anything (there may be some exceptions to the rule, but I am talking about actually stopping the cast and not making the spell fire off).
In most mmorpgs where stopping casts is used, it is called fake casting.
It is a common part of gameplay (mainly in pvp). Especially in mmorpg’s (including some in guild wars pvp). It is a way to try to avoid interrupts during your casttime. It is a mindgame between you and your opponent.
In several games, if you get interrupted during your cast, there will be a lockout on your spell for x sec.
In guild wars for example Mesmers have a trait, that puts a 10-15sec increased cd on the spell of their opponent, if they interrupt it during the cast.
Daredevils will get something similar as utility spell. Daggers that they will interrupt and increase the cooldown of the opponent’s spell if you hit it during the cast.
Frenk already gave a good example with dodge baiting, which is a use of the canceling casts as well.
The same way you want to try and bait interrupts.
If you are not fast enough with your cancel, the enemy will still hit you during cast,
but if you cancel it, just before he hits with the interrupt,
than he wont hit you in your cast (the mesmer/thiefdaredevil in this example).
What can happen as well is that you cancel your spell and that the enemy expected that and didnt use an interrupt at all. Making you waste time canceling a cast.
Its a mindgame.
(edited by Yashuoa.9527)
FIRE #2: Dragon’s tooth
Recently they sneakily changed it from dropping on a target to dropping on an AOE. That’s fine, but is it still possible to drop it on the targeted enemy? It used to be a great fire-and-forget weapon. It would be good if I could click once to drop on target, or hold to drop on AOE.FIRE #3: Phoenix
From what I can see, dragon’s tooth completes its cast if you click another skill, but phoenix does not. I’d like phoenix to work the same way.EARTH #2
Has this been nerfed recently? I used to be able to survive a fish-head blast at Teq with this on, but I can’t anymore, with no change to my armour or stats. I agree with you: increase toughness.
Zoltar, they fixed the written in stone bug with signets.
Maybe that is part in what you experienced in lower survival?
Dragon’s tooth is now groundtargetable only.
Even though Dragon’s tooth having become groundtargetable has helped (in pvp in most situations at least),
it is still very hard to hit enemy players with it.
The delay before it falls is very long.
Enemies can easily get out of the radius/dodge etc. before it hits them.
No matter if you get creative and throw it in someone’s run direction or on top of yourself to exchange blows.
Even with a cc on them, it can be difficult to make the Dragon’s tooth hit, due to the tooth delay being equal or longer than a lot of cc.
Which allows for the enemy player to avoid it just in time before it hits,
while even having been in a cc (if they dont break out of it).
The 0.5 sec delay, with the casttime warning, will still allow for people to avoid it if they are careful, yet it will be a lot harder to do so.
It will create more scenarios to make the Dragon’stooth hit.
Especially getting a cc on someone, will make it more reliable to hit with the Dragon’s tooth.
Can we just have a DPS oriented weapons … this half and half stuff is killing us. If we are DPS oriented we run out of DPS abilities and have to fall back on condi abilities and vise-versa. Every other class has a DPS and a Condi weapon separate from one another, why is the elementalist different???
Arent we a bit of a jack of all trades/hybrid?
Anyway, what would you suggest to change about scepter or my scepter suggestions?
(edited by Yashuoa.9527)
FIRE:
Fire #1:
Faster casttime.
Fire #2:
Delay before the dragonhead falls reduced to 0.5 sec.
It already has a 1 sec casttime. The current delay on top of that is to large and makes it to easy for enemies to avoid it in numerous ways. A 0.5 sec delay would be fair.
Cooldown increased/dmg reduced a bit to balance out the smaller delay?
WATER:
Water #1:
A heal portion added to it for friendly targets within x radius of the enemy target.
Water #2:
Make it pulse 2 times in those 2 seconds before it explodes.
Make it chill and deal dmg during those 2 pulses.
The explosion at the end, currently on live, will apply the vulnerability.
Maybe add a regen during the pulses?
Water #3:
Extra condi cleanse added.
LIGHTNING:
Lightning #1:
Dmg increased.
EARTH:
Earth #1:
Cripple or poison added to it.
Earth #2:
Toughness increased.
Pleasant.
I think these changes would make scepter life a lot more pleasant and viable, without making scepter to strong.
Please share what you think of these changes and if you have suggestions how to improve them.
(edited by Yashuoa.9527)
I would like to see a ranged dominant spec for the next elite spec. or at least the possiblity to fight good at medium to long range
Seeing as we dont have that yet. Most of our weapons are in between melee and medium range or melee range dominant.
Although I like your weapon skill swap idea, there are some parts where I disagree.
You want the weapons to have a melee and a ranged combat version.
You want a melee second skill set for Rifle, however Rifle is already melee dominant shotgun style. The strongest attacks are in melee range already.
So the second skill set for the weapons, should be ranged dominant imo. Seeing as engineers their weapons often have their strongest attacks around melee range already.
Quite honestly, the Function Gyro was pretty inspired considering some of the limitations they have.
I just wished they’d done something interesting with it.
Like, in addition to being summonable on downed foes, we could also summon it on CC’d foes as well. From there, it would have different, stronger abilities based on traits, type of CC, etc.
That would be nice. To be able to summon it for more uses than downed foes/teammates.
Is there anything know how the builds will look like for mesmers in pve in HoT?
I havent done any pve on mesmer at all, but I know that the to go builds had a sword in both sweapon swaps.
Will that still be the case in HoT? Or will we get to see variation?
As in two completely different weaponsets to swap too?
OVERLOADS:
Please remove the casttime/channeltime.
Make each overload into a spell that is active around you
or a form
that lasts for ~4 sec (as long as the casttimechanneltime currently is).
This way you can dodge while its active.
Make the stability pulse every second/more stacks of stability.
Keep that it still locks you out of your spells as it currently does.
Reduce the waittime and the cooldowns of the overloads:
I would say 2 to 3 sec waittime and 12-14 sec cooldown max.
FIRE:
Increase the fire overload radius from 180 to 360.
Make the tornado around you destroy projectiles.
A needed defensive added to fire.
EARTH:
In addition, while overloading earth will make you gain Obsidean flesh (the earth focus #5 ability). A needed defensive added to earth.
LIGHTNING:
In addition, when you start the overload you will gain shocking aura.
A needed defensive added to lightning.
WATER:
This overload just doesnt work for its purpose.
You cannot wait 5 seconds till the overload is ready, so that you can cleanse conditions.
Conditions need to be cleansed the moment they are applied.
You cannot predict that conditions need cleansing right after 5 seconds,
unless a scenario is scripted.
You cannot set camp in water attunement after the 5 seconds waittime, till conditions need cleansing. You cant keep waiting in there.
So either this overload needs to be instant/1 second waittime, or the condition cleansing needs to be put somewhere else in the tempest play.
On other water spells/utility through a trait for example.
The tempest Elite Rebound spell:
A cool spell but the heal needs to be a lot larger, otherwise you basically die on the hit you take after rebound.
The Tempest utility spells:
Reduce their cooldowns to a more fair number.
They are to long atm.
HOPE:
I hope to see a few changes like these.
I believe that the Tempest has potential and can be good with some relatively small changes.
(edited by Yashuoa.9527)
Karl might do more than just tune numbers at this point.
As you can see in the quote below.
I would say my post falls within small doable changes category, because all my changes are mechanics that already exists in the game and number tuning.
-Fire overload radius increase is tuning numbers.
-Projectile reflect/destroy on fire overload is a mechanic that exists already in the game.
-The shocking aura on lightning exists as well.
-The Obsidean flesh for earth as well.
-Water overload is more number tuning.
-The cooldown and waittime for overloads is number tuning.
-Same for the elite Rebound and the tempest utility spells.
-Changing overloads to a spell with a duration or a form, rather than a casttime/channel is not something new either. Such mechanics (spell with duration/form) already exist in the game.
The stability pulse is number tuning as well.
Bam!
Thanks everyone in advance for your constructive feedback. Please keep in mind that we’re getting close to day zero and that the smaller the change, the more likely we’ll be able to discuss and action that feedback. This isn’t the end, however. We’ll continue to make changes, when necessary, after HoT releases, as well.Thanks!
-Karl
https://forum-en.gw2archive.eu/forum/professions/elementalist/BW3-Feedback-Thread/first
(edited by Yashuoa.9527)
Drop Bundle will cancel your cast. Stow does not.
Use Drop if you want to cancel, instead of argueing to remove a handy function.
Where in this post do I argue to remove something?
That answer is, I have not.
Maybe you need to read better.
Drop bundle/weapon swap cancels the cast, but also makes you drop out of the kit.
So it does not give the same effect as stow weapon.
Stow weapon does cancels casts on non-Kit casttime spells.
(edited by Yashuoa.9527)
Can somebody sum up the change?
http://dulfy.net/2015/10/07/gw2-changes-to-pvp-reward-tracks-in-hot/
Wow this is a really kittened up change. I exclusively play PVP and I’m already short on transmutation stones all the time. I’d need MORE of them from reward tracks, NOT LESS.
Thanks for the link.
Yeah I rather would see more of the transmutation charges too and not less.
tempset
I assume you mean Tempest, but are you serious?
I would say that Elite spec is rock bottom atm.
Use the same keybind for swap weapon and it will cancel the cast.
Thanks.
Not completely ideal though, because it swaps you out of the kit.
You can press ESC, or drop the kit and then stow weapon (but then you have a little cd if you want to use another skill from that kit)
Esc is not exactly comfortably within reach, but at least esc works to cancel a cast on the kits, so thanks for pointing that out.
Maybe use one of your other 28 skills? You don’t suffer from weapon swap, something should be available.
Please point out which spells cancel others, because the ones I have tried dont cancel other spells.
(edited by Yashuoa.9527)
Can somebody sum up the change?
(edited by Yashuoa.9527)
This does not work on engineer kits.
For example, you have a spell with a casttime, that is not on a kit.
You use stow weapon during the casttime.
This will cancel the cast.
Now you use a spell with a casttime, which is on a kit.
You use stow weapon during the casttime.
This will NOT cancel the cast.
So basically you cant cancel the casts of casttime spells on kits.
Stow weapon should work to cancel casttime spells on kits.
Any other classes that have this problem where stow weapon wont work for them?
I would like to hear your view on these changes proposed for the Tempest.
Please take the time to read through them and to post a reply.
OVERLOADS:
Remove the casttime/channeltime.
Make each overload into a spell that is active around you
or a form
that lasts for ~4 sec (as long as the casttimechanneltime currently is).
This way you can dodge while its active.
Make the stability pulse every second.
It still locks you out of your spells as it currently does.
Reduce the waittime and the cooldowns of the overloads:
I would say 2 to 3 sec waittime and 12-14 sec cooldown max.
FIRE:
Increase the fire overload radius from 180 to 360.
Make the tornado around you destroy projectiles.
EARTH:
In addition, while overloading earth will make you gain Obsidean flesh (the earth focus #5 ability).
LIGHTNING:
In addition, when you start the overload you will gain shocking aura.
WATER:
This overload just doesnt work for its purpose.
You cannot wait 5 seconds till the overload is ready, so that you can cleanse conditions.
Conditions need to be cleansed the moment they are applied.
You cannot predict that conditions need cleansing right after 5 seconds,
unless a scenario is scripted.
You cannot set camp in water attunement after the 5 seconds waittime, till conditions need cleansing. You cant keep waiting in there.
So either this overload needs to be instant/1 second waittime, or the condition cleansing needs to be put somewhere else in the tempest play.
On other water spells/utility through a trait for example.
The tempest Elite Rebound spell:
The heal needs to be a lot larger, otherwise you basically die on the hit you take after rebound.
The Tempest utility spells:
Reduce their cooldowns to a more fair number.
They are to long atm.
VIEWS:
I am very interested in your views elementalist community.
Please share your views on this post.
If you have improvements to these ideas, you can throw them in too.
(edited by Yashuoa.9527)
I agree that it does feel like punishment, because the cost in waittime before you can use them is to high and the cooldown is to high.
Besides this, you can become a punching back during the long channeling and you can become boonstripping food,
while you have nothing like reduced cooldown or something for having it interrupted/canceled.
Would being invulnerable during the overload be OP?
Maybe at least during fire and earth?
Lightning can have shocking aura.
(edited by Yashuoa.9527)
This does not work on kits.
For example, you have a spell with a casttime, that is not on a kit.
You use stow weapon during the casttime.
This will cancel the cast.
Now you use a spell with a casttime, which is on a kit.
You use stow weapon during the casttime.
This will NOT cancel the cast.
So basically you cant cancel the casts of casttime spells on kits.
Stow weapon should work to cancel casttime spells on kits.
This kind of beats the whole engine theme. But. What if, Instead of weapon swap, we get to use our swap slot as another utility slot?
It would fix having to sacrifice utilities for kits.. Especially now that we have more utility choice.It would just end in people slotting another kit, upping our max skills from potentially 40 to 46 (or 47 if we also get a F6 toolbelt skill).
Maybe limit the amount of kits you can equip? Meaning one in our new weaponswap slot, means one less in our utilities?
I am talking about sublime conversion.
Our staff #5 when I talked about the fixed healing amount.You keep talking about reflecting dmg but our #5 wall does not reflect.
It converts a dmg projectile into a heal.I was not talking in the quoted part and the pve comment about Glyph of Unity.
You completely missed the point altogether.
Feel free to elaborate on your point.
Maybe you werent very clear?
It should go on Bulwark gyros toolbelt skill.
I would rather see this not happening.
It will force you into bullwark for the stunbreak if you want the stunbreak.
Having it with an internal cd on all gyro toolbelts, gives more flexibility in choice for which gyros you want to choose.
I mean, seriously. It should be mandatory.
And lower CDs on DH virtues.
I’m sure that my fellow guardians friends agree and do not feel it would be too much !
We are rooted to the spot by our abilities constantly so we wont notice a 25% speed increase :P.
Jokes aside, yeah I would welcome a 25% speed increase.
I personally suggest the Projectiles to become healing ones.
That heal for 50% of the damage they’d originally should deal.Splash on hit projectiles included.
Simply because of balance.Reflect is a 200% damage difference. Not only all the damage you should have taken is negated into 0 -> it’s even reflected back for the original amount (100%) back to the attacker.
Our current wall is pretty much nothing but a projectile denial which isn’t fair due to all the reflects that are present in the game.
I agree pvp wise but wouldnt that be to good in some situations in pve?
Maybe just buff the healing a lot for each projectile, rather than 50% of the dmg of a projectile?You mean this is the problem when bosses like Lupi can instakill themselves with reflects? You can’t be serious about this one, can you?
Who is the YOU in this quote? Since you quote two people.
I suggest that there is a fixed amount of healing for each projectile (2k for example), rather than x% healing of the dmg of a projectile being converted into healing.
That’s exactly what some people say is the problem even with glyph of the unity or retaliation. It either does completely nothing at all (like our sublime at the moment) or instakills anyone who tries to mass-multi-hit the target.
Fixed % damage just means a straight convert without “I don’t like it” situations. If a sniper can fire a shot for 10K that a Ranger can convert into 5K healing – it will most probably induce a though for a sniper “Screw it, I should have waited when I saw the Wall” or “Good reaction time, well played”.
If it’s a set amount I usually talk to myself “who designed this? The only trade off from 20K boss hit is 340 damage back. GG, well played”.
I am talking about sublime conversion.
Our staff #5 when I talked about the fixed healing amount.
You keep talking about reflecting dmg but our #5 wall does not reflect.
It converts a dmg projectile into a heal.
I was not talking in the quoted part and the pve comment about Glyph of Unity.
I like the dragonhunter but I believe a few changes are required.
Change1:
Longbow #2 useable while moving.
Change2:
Longbow #5 should have a faster casttime or proc faster.
Its to easy to avoid in its current state and it also roots you at the spot for a long casttime. That is a bit to much.
You could reduce the barrier duration if you make it faster to proc the barrier, to balance it out.
Change3:
A 25% run speed on the dragonhunter.
How do you other DHs feel about this?
I like the dragonhunter but I believe a few changes are required.
Change1:
Longbow #2 useable while moving.
Change2:
Longbow #5 should have a faster casttime or proc faster.
Its to easy to avoid in its current state and it also roots you at the spot for a long casttime. That is a bit to much.
You could reduce the barrier duration if you make it faster to proc the barrier, to balance it out.
Change3:
A 25% run speed on the dragonhunter.
-Simbol of energy is SO contradictory it aint funny. So it gives vigor which is a diffensive boon, but i shot it at them?
Ever heard of teammates? Not all fights are 1 on 1.
Maybe you are shooting it at someone and a melee teammate is fighting that enemy over there. He gets vigor.
There are also situations where you let someone walk into a trap or where a cc is used on someone close to you. You can throw it on that target and walk over it, while you walk away from that enemy. Or shoot it on you when a melee jumps on you.
I guess it wont hurt if it would give you some vigor when shooting it, in addition to its effects.
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Or just on all gyro toolbelts but with an x second internal cd.
I personally suggest the Projectiles to become healing ones.
That heal for 50% of the damage they’d originally should deal.Splash on hit projectiles included.
Simply because of balance.Reflect is a 200% damage difference. Not only all the damage you should have taken is negated into 0 -> it’s even reflected back for the original amount (100%) back to the attacker.
Our current wall is pretty much nothing but a projectile denial which isn’t fair due to all the reflects that are present in the game.
I agree pvp wise but wouldnt that be to good in some situations in pve?
Maybe just buff the healing a lot for each projectile, rather than 50% of the dmg of a projectile?You mean this is the problem when bosses like Lupi can instakill themselves with reflects? You can’t be serious about this one, can you?
Who is the YOU in this quote? Since you quote two people.
I suggest that there is a fixed amount of healing for each projectile (2k for example), rather than x% healing of the dmg of a projectile being converted into healing.
Did I understand that we were promised more scrapper related stunbreak?
Leave it alone.
Indeed.
You could leave healing turret alone and buff the other heal spells that we have to its lvl?
At least dont touch the condi cleanse.
Its not like we are great vs condis so really dont touch the cleanse.
Me loving kits, I would love med kit to be just as good a choice, however not because of nerfing healing turret. Just make the other heals more of an option by improving them.
They were mechanically similar to how Druid’s Avatar form or Warrior burst skills work?
Which is to say, you gain a resource that builds in combat and is independent of your specific attunement. When it’s full, you press f5 to activate the overload for whatever your current attunement is.
I’m not very impressed with Tempest and I don’t know that I would be playing one anyway, but. I feel like this would address the problems of having to camp attunements when the ele playstyle doesn’t necessarily support it, as well as stuff like being able to use Overload Water when you actually need it, rather than 5 seconds from when you need it. Plus, having to build up some kind of force to trigger an overload feels more thematic to me than just having everything on a timer.
Furthermore, this could allow for overloading to be on a global cooldown, instead of setting an attunement on cooldown after you use one.
For sure. I would have loved that a lot more.
It would have fit more with the ele style of swapping attunements, rather than sorta camping them (5 sec waittime before use) and locking you out of them for a long time, as is done atm with the overloads on beta.
I think that makes much more sense than the current implementation, but unfortunately it’s so close to release that that would never happen.
Yeah it being so close to release makes me find it unlikely too that it will happpen.
What do you guys think of these changes btw?
They are more likely to happen this close to release.
https://forum-en.gw2archive.eu/forum/professions/elementalist/View-on-minor-overload-change/first#post5570954
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Nope, I like it too.
I love the aegis trap and maw trap.
Browsing through the forum I have read how some people dislike the name, but I have no problem with the name. The thing I care about is the playstyle and I find that fun.
Sure its maybe not the best of names but its not something that matters much to me.
Some people find it to similar to ranger.
Its different enough from ranger imo.
Our #1 is different, because ours has a cripple tied to it.
Our #2 is a shot you load up. Ranger fires shots rapidly with rapid fire.
We have a projectile destroyer and blind in one on #3. Rangers dont (they have stealth shot).
We have a light field with burn on #4. Rangers dont (they have knockback).
Our #5 is also different from rangers with the prison that we summon.
On top of it all we have different traits and spells in general.
So for me its different enough.
I wouldnt mind being able to move while using bow #2 and a shorter casttime on #5 though.
I would like to suggest a small ICON change/adding of an ICON.
The icon of your primal burst abilities, will only become visible, once you go into berserker mode.
I would like to suggest that you can see this icon and what the primal burst ability will do, at all times.
This can be done just by adding an extra icon next to the burst finisher.
So that you can always see (if you have the berserker spec selected in your specs) what both your burst finisher and primal burst finisher do.
That you see both ICONS.
Sure i can memorize what all my primal burst finishers do but I think it would be a good change to just see both ICONS.
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Make astral force a thing for every ranger player (stay with me if you don’t want to heal all the time in this matter).
I didn’t play the Beta.
If I could have just copied an existing character, I probably would have, but I couldn’t be bothered to make a new char to test their game for them, for free.
Your new char that you create is max lvl with max gear so how is that more hassle than copying your own character? It wont fill up the slots of your existing characters, because there are beta slots.
You could just make a char with random looks and you were ready to go and try out stuff.
Well its a whole new class + an Elite spec.
So its a lot of new, which could add in it feeling difficult, compared to a class you already know, where you only check out a new Elite spec.
It would be nice if you get more energy to fill up your bar by dmg from all weapons (more energy for the bar that dmg currrently does).
That brings more synergy as well.
Glyph of Unity really should be a direct translation of 100% damage feedback. Punish attackers for not paying attention. It is also very easy to break, go stealth? Its broken, They go stealth? Its broken. Move 200 units away from them? its broken…. skill is just terrible.
How about this?
It needs a big radius increase too or not break once people move out of the radius.
The radius could only have as effect that it tethers people in it and you wont get the tether applied on you if you stand outside.
However once you are inside the radius and it gets applied and you are tethered, than you cant get rid of it for its duration.
Or the radius should be 1500 or higher or so before it breaks.The healing/dmg should be higher.
Radius should never break, its an elite. The damage is also very pitiful, at best will only deal about 15%~20% of the players health if they go full rage on you.
Thats why I said the healing/dmg should be higher
.
And not breaking I wont mind either, but wont that be hard to do animation wise?
If someone blinks away 1500 range and runs, wont you have tethers all over the place?
Maybe a different animation than a rope from target to target would help in that case.
Glyph of Unity really should be a direct translation of 100% damage feedback. Punish attackers for not paying attention. It is also very easy to break, go stealth? Its broken, They go stealth? Its broken. Move 200 units away from them? its broken…. skill is just terrible.
How about this?
It needs a big radius increase too or not break once people move out of the radius.
The radius could only have as effect that it tethers people in it and you wont get the tether applied on you if you stand outside.
However once you are inside the radius and it gets applied and you are tethered, than you cant get rid of it for its duration.
Or the radius should be 1500 or higher or so before it breaks.
The healing/dmg should be higher.
I like the druid.
There are two spells who need a big increase in healing/dmg tbh.
As one can read in here:
Please make that happen.
Those spells could be very cool and only need a change in numbers.
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When fighting 1 or 2 enemy, the damage is completely lacking. When fighting 5-10 enemies at once, especially enemies that hit very quickly (1000 blades, dagger thiefs), then it turns into hell for the tethered enemies: because their is no ICD, so they suddenly huge amounts of 300 damage ticks, enough to get them down in seconds.
This glyph needs to find a middle ground between useless and instagib.
If there are that many enemies on you, in the to small radius of the spell, than you probably wont live long enough to make them take dmg from the tether.
Even with signet of stone.
Situations where its great are situational imo.
In mosts its lacking.
Yeah a middle ground would be good.
It needs a big radius increase too or not break once people move out of the radius.
The radius could only have as effect that it tethers people in it and you wont get the tether applied on you if you stand outside.
However once you are inside the radius and it gets applied and you are tethered, than you cant get rid of it for its duration.
Or the radius should be 1500 or higher or so before it breaks.
I personally suggest the Projectiles to become healing ones.
That heal for 50% of the damage they’d originally should deal.Splash on hit projectiles included.
Simply because of balance.Reflect is a 200% damage difference. Not only all the damage you should have taken is negated into 0 -> it’s even reflected back for the original amount (100%) back to the attacker.
Our current wall is pretty much nothing but a projectile denial which isn’t fair due to all the reflects that are present in the game.
I agree pvp wise but wouldnt that be to good in some situations in pve?
Maybe just buff the healing a lot for each projectile, rather than 50% of the dmg of a projectile?
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Maybe this overload could be an exception, as in, no x sec waittime before you can use it.
Why?
It has a cleansing ability. When people need the healing and the cleansing, you cant go like ‘’uuh just wait 5 sec till I can use it’’, because than the conditions have been done to your teammates.
You cant really go in it in advance to cleanse either, because you cant know if your teammates need cleansing within 5 sec (unless its a scripted pve battle, but in pvp its not scripted)
and you cant afford to stay in water after the 5 sec till your teammates need cleansing.
So water overload being instantly useable seems right to me.
What do you think a bout this?
Anyone wanna share their views on this?
Arenanet is still open to changes in this stage of the development (open to small changes), so lets make our voice heard and maybe get extra some stuff happen for tempest.
It was probably stability.